After debugging into glBindFramebuffer, the error is not for this API call.
And the GL_INVALID_OPERATION error should be caused by previous opengl call,
for which CheckGLError is not called.

Regards,
Jammy

On Wed, Sep 15, 2010 at 9:19 AM, Jammy Zhou <jammy.z...@linaro.org> wrote:

> Hi Jesse,
>
> Thanks for your point. I can confirm that the fbo extension is available
> there for this functionality, and there is no such error messages when call
> the same function in other clutk test cases.  And yes, the run-time check
> for the fbo capability is not implemented, it is assumed that this extension
> is supported by default now (It should not be a problem for opengl es2.0
> driver with fbo extension supported, I think).
>
> Regards,
> Jammy
>
>
> On Wed, Sep 15, 2010 at 5:22 AM, Jesse Barker <jesse.bar...@arm.com>wrote:
>
>> Jammy,
>>
>> With respect to the CheckGLError assertion in test-clutk-perf, assuming
>> that glGetError is called per OpenGL entry point (i.e. you are not
>> seeing an error triggered by another call), the only way you should be
>> seeing an invalid operation when setting framebuffer binding(s) back to
>> the default (glBindFramebuffer(GL_FRAMEBUFFER, 0)) is if the framebuffer
>> object extension functionality is simply not there (your OpenGL or GLES
>> implementation is too old).  I notice that the 'WITH_GLES' paths have
>> fewer checks for capabilities.  Is it possible that the code is simply
>> not checking at the moment?
>>
>> cheers,
>> Jesse
>>
>> On Tue, 2010-09-14 at 17:23 +0800, Jammy Zhou wrote:
>> > Hi Alexander,
>> >
>> > On Tue, Sep 14, 2010 at 4:31 PM, Alexander Sack <a...@linaro.org>
>> > wrote:
>> >         On Tue, Sep 14, 2010 at 9:38 AM, Jammy Zhou
>> >         <jammy.z...@linaro.org> wrote:
>> >         >
>> >         > Issues Fixed:
>> >         > + Normalize clutter vetex positions to adapt to the vertex
>> >         shader
>> >         > + Use GL_TRIANGLE_FAN to implement original used GL_QUADS
>> >         primitive, which
>> >         > is not supported by gles2
>> >         > + Comment out cogl_flush() call in some functions (such as
>> >         > ctk_effect_blur_paint) to make sure following gles2
>> >         rendering can be shown
>> >         > + Fix render to cached texture problems
>> >
>> >
>> >         very nice.
>> >
>> >         is the cogl_flash call comment something we want to keep or
>> >         does that
>> >         show an underlying issue we should try to fix?
>> >
>> > [jammy] Because cogl_flush is implemented based on fixed pipeline, if
>> > we want to really fix it, we may need to use cogl for gles2 support in
>> > clutk, I think. So I just comment out them in some proper places for a
>> > workaround.
>> >
>> >
>> >
>> >         >
>> >         > Issues Left:
>> >         > + run test-clutk, there is crash at
>> >         "/Effect/Animation/Animation" test
>> >         > suite. This issue has already been reported by Alexandros,
>> >         see
>> >         > https://bugs.launchpad.net/clutk/+bug/614415, and it should
>> >         be an upstream
>> >         > problem.
>> >
>> >
>> >         neil replied in the other mail thread and has a patch for
>> >         clutter that
>> >         we should try. maybe see if that helps
>> >
>> > [jammy] I have tried the patch from Neil, and it works, but now there
>> > is the same issue for glBindFramebuffer as mentioned below at
>> > "/Effect/Animation/Signals" test suite when run test-clutk.
>> >
>> >
>> >
>> >         > + when run "test-clutk-perf 0 10 125 5 single animated blur
>> >         0.3.2 GMA950 2.1
>> >         > 1 10", crash happens with following error message. The error
>> >         happens when
>> >         > call glBindFramebuffer (GL_FRAMEBUFFER, 0).
>> >         > Clutk-WARNING **: [CheckGLError] GL_INVALID_OPERATION error
>> >         in File
>> >         > ./ctk-render-target.c at line: 581
>> >
>> >
>> >         Is this a regression from our gles port? e.g. if you run the
>> >         same
>> >         command with desktop gl does it work?
>> >
>> > [jammy] This is a regression from our gles port.
>> >
>> >
>> >         > + the actor painting (i.e, "paint_func(actor);" in
>> >         ctk_effect_blur_paint)
>> >         > seems independent from other gles2 rendering, and it is not
>> >         rendered into
>> >         > cached texture for later display. This means that we cannot
>> >         add special
>> >         > effects to the actor.
>> >
>> >
>> >         Do you think its a bug that it is independent from other
>> >         rendering?
>> >         what happens if we try to fix this?
>> >
>> > [jammy] I think it is not a bug, but incompatibility between cogl
>> > rendering and our gles2 rendering.
>> >
>> >
>> >
>> >
>> >         --
>> >
>> >          - Alexander
>> >
>> > _______________________________________________
>> > linaro-dev mailing list
>> > linaro-dev@lists.linaro.org
>> > http://lists.linaro.org/mailman/listinfo/linaro-dev
>>
>>
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